using System;
using System.Collections.Generic;
using UnityEngine;

[Serializable]
public struct AudioInfo
{
    public AudioKind AudioKind;
    public string Path;
}
public enum AudioKind
{
    Menu,
    City,
    CityOutdoor,
    DJYS,
    SSMD,
    YHS,
    EMD,
    XXGYS
}
[CreateAssetMenu(menuName = "Data/Audio/AudioDictionary", fileName = "new AudioDictionary")]
public class AudioData : ScriptableObject
{
    public List<AudioInfo> AudioInfos;

    public string GetAudioPath(AudioKind audioKind)
    {
        foreach(var info in AudioInfos)
        {
            if(info.AudioKind == audioKind)
            {
                return info.Path;
            }
        }

        return string.Empty;
    }
}
